Quest Giver: Karn Cold-Trail in the Foothold, though technically this
quest is started at the end of Twilight Forge
Level: 12 Raid
Patron: The Free Agents (6/12/18)
Length: medium
Entry Point: End of the Twilight Forge
Prereqs: Can only be entered through the Twilight Forge
Recommended Party: 2 tanks, 2 casters, 2 clerics, some gravy.
Base Experience:
Quest Info:
--Creatures: warforged and warforged titan
--Traps: none
Walkthrough:How to wreck the Warforged Titan beyond repair.
by Rice Pipeweed of Adar
This guide will focus specifically on the Warforged Titan raid
encounter. I dont plan on detailing the Twilight Forge dungeon, but
purely the 'Twilight Forge Core'. My small guild and I on Adar have
spent many months perfecting this, we run it on average 4-5 times a week
and very rarely with a party above 4 people.
Party make-up:
Really, it doesn't matter. I've beaten it with a group of 2 fighters and
I've beaten it with a nearly full multi-guild group.
Clerics - If you're the type of player who won't even venture into
Waterworks without a dedicated cleric, then you will definately want to
have at least one with you. If you are experienced enough where you
regularly don't need a cleric watching over you, then you surely won't
need one here as well. Ideally, every character in the group should be
able to heal themselves. Potions, Wands and Heal scrolls will be your
best friend here as you WILL take damage, and likely lots of it. If you
have more than 140 HP, It will be hard for the Titan to take you out in
one shot. If the majority of your group cannot self-heal then Clerics
are a definate must.
Fighters/Barbarians - Argueably the least effective of the classes in
this raid, primarily because the encounter does not revolve around high
DPS, combined with their inablity to self-heal rapidly. The advantage of
these classes here would be their high hit-points to soak up a few hits,
which makes them good pillar droppers. High AC will not help you avoid
the Titan's melee attacks unless you are in the 60+ range.
Paladins - Always good to have here. Make sure you have Deathward
memorized and a UMD high enough to use Heal/Raise Dead scrolls specially
if you are lacking a cleric.
Rangers - In my opinion, the right ranger will be the saving grace of
your group. Range attacks are very important here. They can also
self-heal fairly reliably (alternating wands/potions), and can cast
Freedom of Movement.
Wizards/Sorcerers - The primary responsibility of casters here will be
damaging the Titan on the first and last 20% of his health. During the
pillar/laser portion of the quest, concentrate on removing the Ancient
Warforged from the ground floor, and keeping the pillar dropper hasted.
Rogues/Bards - As there are no traps in the encounter, these classes can
take up the role of healer (Assuming UMD), And make excellent
crystal-runners with proper buffs as a sneaky type can move into
Warforged Room 1 and take a crystal without breaking stealth and
stirring up the Ancient Warforged.
Spells to bring with you:
Freedom of Movement - This spell is important to avoid the Hold Person
effect of the 'laser-strings' attuned to the crystal carrier.
Deathward - This spell is nice to have to avoid the Inflict Critical
Wounds effect of the 'laser-strings' attuned to the crystal carrier.
Haste - A hasted character (with 20%+ striding) can outrun the Titan and
strafe out of the way of his cannon.
Resist Energy: 20 points of lightning resistance will negate the
lightning balls traversing the catwalks. Ancient Warforged do frost/acid
damage on their melee attacks.
MM/Scorching Ray - Direct Damage to the Titan.
Dungeon Layout:
There are six primary areas to the instance.
1) Ground Floor. The floor you are on when you enter the instance.
Anyone on this floor is vulnerable to the Titan's melee attacks so you
want to be here as little as possible. If you are not dropping the
pillar bottoms or sporting a 60+ AC you probably want to be somewhere
else.
2) Laser Control Deck. Directly above the zone-in area. Contains the
Crystal Assimilator and the Laser Control Panel. Accessed from the
ladder to the west of the zone-in, or from jumping down from the
catwalks.
3) Warforged Room 1. The room directly behind the Titan's starting
position. This room contains the first Crystal Generator, and three
machines that create/spawn Ancient Warforged. Players in here that are
against the south wall can take melee damage from the titan.
4) The Shelf. AKA second floor. Accessed by climbing a pair of ladders
on the east side of the room.
5) The Catwalks. AKA third floor. This is the grid on the very top of
the dungeon. After the second laser hit on the titan, this area becomes
electrified with travelling lightning orbs. Accessed from the Northwest
side of the Shelf (run the whole way around) only after the Titan is
activated.
6) Warforged Room 2. Accessed from the catwalks and containing the
second Crystal Generator. Accessible only after the second successful
laser hit.
The Basics:
Of course your primary and only goal in the encounter is to wreck the
Warforged Titan. There are 3 parts to doing this. Once the Titan
initially becomes active, he is vulnerable to all melee, ranged and
spell attacks. You will want to damage him down 20% of his total health
until you get the DM text, "Protective shields
spring up around the Titan's upper torso!". Getting this message
means you can no longer use traditional methods to damage him and must
now knock him over with the pillars, then fire the laser directly on top
of him. Once you have done that 6 times with 6 different pillars, you
will get a DM text stating that his shields have come down. At this
point, he will have the last 20% of his health remaining and will again
become vulnerable to normal attacks/spells and you will be able to kill
him off.
The Pillars:
There are 8 pillars to use in the encounter. For a succesful win, you'll
need to land 6 pillars on him, followed by 6 successful laser shots.
Which means if you lose more than 2 pillars, its time to recall as he
can no longer be tripped/cometfalled/greased. The pillars do not become
damageable until the titan is activated, so you can't setup the pillars
ahead of time. You'll have to do it under fire.
There are 2 parts to every pillar, a top and bottom. These both have
independent health bars and in order to knock a pillar down you will
need to destroy both portions. If the bottom pillar is destroyed while
the top is still intact, the pillar will remain standing. If this
happens, the bottom pillar will fall in the direction of the last
successful hit (not necessarily the killing blow) at the time the top
portion is destroyed. Hitting a dead bottom pillar from a different
angle while it's top is intact, will change the direction of it's fall.
Due to the dungeon design, all pillars will need to be dropped
diagonally onto the laser's target. If a pillar was to fall on top of
you, be prepared to take a huge amount of damage. Standing too close to
a falling pillar even if you're on the opposite side of it's path will
act as if it fell on top of you so be sure to stand a couple feet back
when you drop it.
The direction a pillar will fall is outward from your position. If you
are attacking a pillar and facing north, it will fall north as if you
were to push it over from one side.
Each pillar half is technically an immobile mob. This means that they
cannot be hit by other mob's attacks (e.g. the Titan or Ancient
Warforged), or by other pillars. Their type is 'Construct' so construct
bane weapons work well here, and they cannot be critically hit. They do
not have any damage reduction so any weapon will work. The only way to
damage them is with melee and ranged, so spells will be totally
ineffective against them. Also, make sure nobody in your party summons
any pets as they will go after the pillars as if they were mobs, and
cause you to shamefully fail. This goes for Charm as well. You don't
want to be that wizard. Using a two-handed weapon is also not advised,
because if you hit with a glancing blow on the killing hit, you will not
be able to control it's direction.
The Laser:
Upon entering the encounter, you will notice a bright red dot in the
north center of the room. The red dot initially looks like an arrow
pointing to the West, but ignore that fact, it doesn't mean anything.
Directly above this red dot is a large conical red and black device
attached to the underside of the catwalks. This is the laser. When
fired, it will fire directly down onto the red dot.
Before you can move or fire the laser, you will need a power crystal. To
obtain a crystal, you will need to double click on a Crystal Generator.
There are 2 of these in the encounter. The first generator is in
Warforged Room 1 on the bottom floor, and the other is in Warforged Room
2 and accessed through the catwalks after the second successful Titan
hit. Therefore, only the Crystal Generator in Warforged Room 1 is
accessible at the start of the encounter. For now, your party can only
have one crystal at a time. Also there is no definite amount of time
that you can hold a crystal for, it does not expire as long as it is not
inside the Assimilator.
Once you are carrying a crystal, you will need to bring it to the Laser
Control Deck. At this point you will notice that anybody carrying a
crystal will be bombarded by tiny 'laser strings' coming from the small
round objects on the walls, and the underside of the catwalks. If you
are on top of the catwalks while carrying a crystal, this effect will
not happen. These 'laser strings' have three effects. Anyone hit by
them, whether carrying a crystal or not will randomly have to save
versus Hold Person/Slow, or Inflict Critical Wounds. Because of this,
anyone planning on carrying a crystal, or being near a crystal carrier
will need to have both Deathward and Freedom of Movement on them. The
third effect that the 'laser strings' have are to slowly heal any
Ancient Warforged they come in contact with. It's our theory that this
comes into play on the Titan himself as well, and is the reason that the
Titan will sometimes take 7 successful hits to bring his shields down
instead of 6. If you are carrying a crystal to the deck, do your best to
steer clear from the big guy. Also note that while you are on the laser
control deck, you are still completely vulnerable to his cannon and
melee attacks just as if you were on the ground next to him.
There are times when the crystal carrier may no longer want to have the
crystal, such as switching out a laser operator due to aggro situations,
or maybe someone is bringing a crystal to the deck for the operator, or
if your freedom of movement spell expires, etc. If you drag the crystal
from your inventory onto the screen as if you were going to destroy it,
it will drop to your feet and will be available for anyone else to pick
up. Gravity does not effect it, so don't drop it mid-air or try to drop
it down from the catwalks.
There are 15 different positions that the laser can be in, as designated
in the crude chart below. To move the laser around the underside of the
catwalks, you will need to place a crystal in the Crystal Assimilator.
This is the large round object that takes up 2/3rds of the control deck.
The assimilator will turn an orange color and the entire party will
receive the DM text, "The Crystal Assimilator
blazes with fresh power!". At this point, double-clicking the
directional arrows on the laser control panel will allow you to move the
laser one step at a time. You can make as many moves as you have time
to, and also fire the laser during the duration that the laser is
powered up. In it's default position, you are able to knock 4 different
pillars diagonally onto the red dot. Because of this, its a good place
to start since you wont have use your first crystal to move it.
x--x--x
..o..o..
x--x--x
..o..o..
x--x--x
..o..o..
x--1--x
..o..o..
x--x--x
x = possible laser position
o = pillar
1 = default laser position
The time that you have to fire the laser, from the time that the
assimilator is powered up is about one minute. You will need to drop the
pillar on the Titan, then double-click on the large round button located
in the middle of the directional arrows to fire. You can have as many
attempts at firing the laser as you want, you are not limited to 8
shots. Any player hit by the laser will take a substantial amount of
damage.
Titan Aggro Management:
I want to take a minute to talk about the Titan's aggro. This is the
most challenging part of the encounter, and if you can learn the Titan's
aggro behavior then you can master this, and therefore master the quest.
Pre Mod-4, The Titan had completley random aggro. It was random on who
he aggroed, and how long that person would hold his aggro. Usually he
would switch targets every few seconds and could become very difficult
to control, especially with a large party. Since the new AI update, the
big guy will now lock onto one party member, and that person will hold
his aggro for an extended amount of time, or until that person dies,
whichever comes first. With a smaller party its pretty simple to tell
who he has targetted since he will be on that person like peanut butter
on jelly. If he follows you around the instance, swinging his fists and
shooting multiple cannon shots directly at you, then you've probably got
aggro. When the Titan fires his cannon, he will shoot a barrage of 4-5
blasts at his target, and then 1 individual blast at a couple random
people. If you are the target of 4-5 cannon shots at the same time, and
nobody is near you, then it's pretty safe to say you have aggro. Any
party member who comes within striking distance, however, will be the
victim of his hammer/melee attack. After he recovers from the melee
attack, he will continue on attacking his previous targetted player. If
you are the designated pillar dropper, or laser operator and also the
one with aggro, then you will probably want to give your position to
somebody else until his aggro changes off you. A good way to establish
who has aggro is to spread your party out along the shelf and see which
one he goes to since he will try to move into melee range with that
person.
WALKTHROUGH
Starting the Encounter:
Once your party has used the final shrine in the Twilight Forge, and
stepped through the lift to the Core, all party members should move
forward beyond the red triangle. Make sure no-one is left behind, since
anyone in the zone-in area, or the previous instance will be locked out
of the entire encounter via a force barrier once the Titan is activated.
Also note that when you enter, you are facing south so be careful when
calling directions to your team.
It's a good idea to designate the two important positions of laser
operator, and pillar dropper before the chaos ensues to eliminate
confusion. It's best to have a high HP member to drop the pillars, and a
non-healer to fire the laser. Both players should have voice chat to
communicate their status.
This encounter is not timed so if you'd like to look around the dungeon
before activating the Titan, you're probably safe to do so. It's been my
experience however, that the Titan is more likely to bug and become
completely invincible if he is hit by range attacks or if any party
members climb the ladders before he becomes active. Once you are ready
to start, you can activate the Titan by simply walking up to him. Our
usual procedure is to send one person up to him to activate him first,
and then we hit the ladders and open fire on him.
The First 20%:
Once somebody comes within striking distance of the Titan, the entire
party will receive the DM text, "The Warforged
Titan shudders to life!". The Titan will start his activation,
which takes about 4-5 seconds where he is vulnerable, but not attacking,
so if you want to get a few swings in here then run away, you can. At
this point, your party should be working him down with melee, ranged and
spells. After you have taken down 20% of his health, you will receive
the DM Text, "Protective shields spring up around the Titan's upper
torso!". At this point he becomes completely invulnerable to all melee,
ranged and spells. This means you cannot gain his aggro by damaging him.
If you have an experienced enough party you can skip the next step and
start working on the pillars now if you haven't already done so.
Move into Warforged Room 1:
I don't recommend that anybody but the crystal carrier goes in here, but
if most party members are inexperienced with this quest, it might be a
good idea in order to mitigate damage. The barrier to Warforged Room 1
will come down when the Titan is activated. Any players inside this
room, and out of the Titan's line of sight will be safe from the his
cannon attacks, however his melee attacks will reach through the walls
closest to him, so stay on the north side. Once inside this room, you
will need to kill the continually spawning Ancient Warforged. Lay down
some solid fog and break out your Smiters. While your party is safe from
the Titan in here, the rangers and tanks should come out and start
working on the pillars. It's very important that anybody inside this
room vacates previous to the second successful Titan hit, as it will
close off and trap in anybody inside until after the fourth successful
hit.
Setup the pillars:
To setup the pillars to drop with minimal effort, go ahead and kill off
all of the pillar tops completely. If you have a ranger in your party
with the Improved Precise Shot feat, they can stand on the catwalks and
target the far pillar, shooting through 4 at a time to finish off the
tops quickly. When a pillar half is destroyed, the attacker will receive
the message 'You killed Pillar." in their combat log. With the pillar
tops destroyed, start working the bottom pillars down to about 5% of
their health. Be careful not to kill them off completely, and don't have
more than one person working each pillar at a time. Once you have killed
off all tops and left each bottom at 5%, the only person on the ground
floor should be the designated pillar dropper. Make sure he remains
hasted and has refreshed deathward/FoM.
Setup the laser:
While the party is working on pillars, one person with Deathward/FoM
should take the first crystal from the generator and proceed to the
laser control deck. If you plan on moving the laser from it's default
position, go ahead and power up the crystal assimilator, then move it to
your desired position. Once the laser is in place, tell everyone to stay
clear and fire the laser off. This will spawn a new crystal in the
generator (designated by it's glowing bright orange and blue) which you
can then take back to the control deck so you are ready to fire. Be sure
to announce to your party that the laser is in position and you are
ready to fire.
Position the Titan on the red dot:
The next step will be to move the Titan on top of the laser target. The
only way to accomplish this is to establish which party member has aggro.
A very successful tactic is to have all party members who are not
dropping the pillar or firing the laser move up to the catwalks, and on
top of the laser itself. That way, when the Titan moves in to melee
range on his target, he will be directly underneath them, and therefore
directly under the laser. Be sure to spread out when you are up there,
as anybody close to his target will take full damage from his cannon. A
couple clerics casting mass heal up there will be invaluable.
Alternatively, the person with aggro can kite the Titan around on the
floor until he is in position, but thats an aquired skill to stay alive.
Dropping the pillar:
The important thing for the pillar dropper to watch for is the Titan's
feet. Keep the Titan as your target and watch his indicator (circle) to
move onto the red dot. It's going to take time for you to work down the
last 5% of the pillar, and for the pillar to fall over and register a
hit so take your time and be sure you have a good shot before taking it.
The pillars must reach 0 health to be destroyed, unlike the VoN6
pillars. The best way to handle this is to wait for the titan to fire
his cannon before you drop the pillar. When the Titan's feet are
touching the red dot, and he is starting his cannon fire, communicate to
the laser operator that you are going to drop a pillar. Swing away with
the pillar being in between yourself and the Titan. If your timing is
right, he will not be able to finish his cannon shots before the pillar
lands on his head and knocks him down onto his crotch plate.
Firing the laser:
The laser operator should be constantly aware of the Titans position and
be listening for the pillar dropper to say he is about to drop a pillar.
You can also see all pillars from your location so you will be able to
see the pillar drop. You wont be able to power the assimilator and fire
the laser without running a short distance and/or moving your camera
position so this takes a little practice to get right. After powering
the assimilator, it will turn an orange color and the entire party will
receive the DM Text, "The Crystal Assimilator
blazes with fresh power!" After you are powered up, click the
circle button in the middle of the directional arrows to fire. On a
successful hit, your entire party will receive the DM Text,
"A blazing ruby beam strikes the Warforged Titan
with tremendous force!". Rejoice. If you do not get any DM text
after firing the laser, then either the laser shot was too late, or the
titan was not close enough to the dot to register a hit. (NOTE) Some
people say that you should keep the assimilator powered while
positioning the Titan so you are ready to fire as soon as the pillar
drops, without having to power it up directly before you fire. I dont
use this tactic because if the assimilator loses power while the Titan
is being uncooperative, its the best way to lose a pillar. With any
practice you will see that you have more than enough time from when the
pillar starts dropping until the titan gets back up to both power up and
fire. You will now need to get a new crystal from the generator and
ready yourselves again with a new pillar. If you chose a laser position
where only one pillar can hit from, you will need 2 crystal, one to move
it, and then get another one for firing.
The second shot:
The second shot will continue exactly the same as the first. The only
difference being that after the second successful hit, the barrier to
Warforged Room 1 will reappear, trapping everyone who is still in there
inside (get out before the second shot!). Also after the second
successful hit, you will receive a DM Text, "From
the catwalks, you hear a crackling and glimpse flashes of blue-white
light." At this point, the barrier to warforged room 2 will come
down. Also, mini-orbs of lightning (technically they are lightning bolts
as far as the game is concerned) traverse the catwalks now. 20 points of
lightning resistance will protect you, and evasion will make you immune
to them. For good measure, the Insulated Armor from the warded chest
here will make you invulnerable to them as well.
Move to Warforged Room 2:
Accessed from the catwalks, Warforged Room 2 has a funny name because
there are no warforged spawns in there. In fact, if you are not at the
open edge of the room, you are completely safe from all attacks. If you
need to go AFK, this is the only place to do it safely. You will need to
retrieve your crystals from the crystal generator in this room for now.
The Third/Fourth shots:
Once your laser is setup and ready to fire again, move your party out
onto the catwalks from WF Room 2, and on top of the laser. Drop the
third and fourth pillar on him using the same tactics as before (not at
the same time of course)
The Fifth/Sixth shots:
After the fourth successful hit on the Titan, the barrier to WF Room 1
comes back down, allowing access to both Crystal Generators from this
point on. Also, you can now have more than one crystal in your party and
the crystals will continue to spawn in the generators regardless if it
has been fired off or not. You have a choice now that you can carry on
for the last two hits the same as the first four, or you can set
yourself up for a combo to hit him 2-4 times consecutively. Our method
at this point is to gather 3 crystals and drop them on the floor of the
laser control panel. Now, if you originally left the laser in the
default position, and used the four surrounding pillars to hit him for
the first four shots, you can move the laser south 2 clicks so that it
is surrounded by the final four pillars. After moving the laser and
firing it off to discharge it, have your laser operator pick up one of
the 2 remaining crystals on the deck. Position the titan over the red
dot and drop the fifth pillar on him. Fire the laser. Pick up the last
crystal. Charge the Assimilator. As the Titan is regaining his
composure, drop the sixth pillar on his head. Fire the laser.
"The Titan's shields blink out of existance!".
He will now have the last 20% of his health left and with his
sheilds down, he is again vulnerable to melee/ranged/spell attacks. Drop
the seventh pillar on him as he is standing up again. Kick him when he's
down and tell that ***** to be cool.
"The Warforged Titan collapses! Heat radiates from
it's shell as it's priceless componants melt into slag."
|